Michele Gray (Talk | contribs) |
Michele Gray (Talk | contribs) |
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Now to work with the settings. | Now to work with the settings. | ||
+ | NOTE: The name of the shader will now show as Unified Clothing And Skin (Metal and Tessellate) | ||
[[File:Unified SkinClothing HighEnd shader settings.png]] | [[File:Unified SkinClothing HighEnd shader settings.png]] |
The Unified SkinClothing HighEnd shader is a shader used for adding depth and substance to your clothing and skin (metal and tessellate feature). This shader is best used on high end machines.
You can use the basic Unified SkinClothing shader if you have a PC with lower performance.
To use this shader on your clothing and skin items, search for "Unified" in your Unity project window. Create a new material by right clicking in the project window and select 'Create>Material'. Drag the Unified SkinClothing HighEnd shader on to the new material and this will add the shader to the material.
Now to work with the settings. NOTE: The name of the shader will now show as Unified Clothing And Skin (Metal and Tessellate)
But has the addition of a few more settings:
- Single channel (R) texture with height distances encoded on it, you can use a heightmap exported from your 3D package (either Quixel/Substance Painter or from Maya/Max/Blender) - should be derived from the same thing building the normal maps.
Use the height map for encoding fine details (such as for example complex textured fabrics) that are too small or high poly to justify using actual geometry.
- How much in meters to scale the model details by the heightmap. A value of 0.01 is 1cm. Typically you want 0.005 or so.
- This will subtract this value from the heightmap values uniformly; you can use for tweaking the visual appearance. Note: resulting values less than zero are treated as zero.
- This defines the maximum size of a triangle on screen in pixels. If a triangle is larger than this many pixels on screen, it will be subdivided. Do not go below 15.
- This defines how "smooth" the surface should become, values larger than 0.2-0.3 will often create weird balloons. Typical values range from 0 (no smoothing corners/edges) to 0.1 (slight smoothing)
NOTE: When using this shader, make sure to tick "Generate Lightmap UVs" and disable Mesh Compression on your model in the Unity Model Importer screen
( R ) = (R)
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